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RE: =AQ= PREVIEW: Ironhoof Set Mechanics

 
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7/23/2025 18:55:07   
  Lorekeeper
And Pun-isher

 

quote:

I do not appreciate the titanic nerf to the armor but the rest of the changes look good.


There hasn't been a titanic nerf. The armor concept no longer features Celerity, and the SP instead goes into reaching +180 LUK faster. It's also leaning towards getting even better elecomp through a 39/42/42 resist spread. This is losing one theoretical feature, gaining another, and heading towards higher damage output.

Notes taken on the matter of stack overflow and the FD mode feeling indistinct, folks. Thanks for the heads up! I'll talk to the team about addressing this without increasing complexity beyond what can be done in one week. Extrapolating from the shield's function is a valid suggestion; it could be a good way of gaining some sustain back when facing an enemy you want to keep the stacks high against.
Post #: 26
7/23/2025 19:51:56   
Rastaban
Member
 

Dropping at least 105% value per turn down to 5% in exchange for no particular gain.

EDIT: Oh, I see where you're going with this now. You mean after it reaches max stacks far more quickly than the previous concept it will revert to pushing SP for celerity? Not bad! That could still be very interesting in wars.
Post #: 27
7/24/2025 2:01:35   
  Lorekeeper
And Pun-isher

 

The post says nothing about the celerity being traded for a feature worth 5% melee. Where is this figure coming from?

There is also no mention of reverting to the previous behavior.
Post #: 28
7/24/2025 10:36:24   
Dardiel
Member

As a suggestion for the placeholder condition on Prime Devastator, I think it could be thematic for the armor to have a Prime Devastator Charge % meter while the misc is equipped; the meter starts at 0, and each Lucky Strike hit landed increases the meter by 10/LSRate/AttackHitCount (eg if 1 of your 4 hits on a turn are a Lucky Strike, you get 25% meter; if you doubled your LS Rate then it's 12.5%).
Prime Devastator can then deplete the charge meter to multiply the void damage by that amount - since that adds a trigger condition for full damage (needing 100% charge), it would also justify giving the damage a x1.5 player-controlled-trigger bonus to let the effect function like a 2nd status to be eaten without needing to devote resources to it. The 1.5 could be just applied to the damage formula, but I also like the aesthetic flavor of the Charge meter spiking to 150% when it's full (but on the other hand 100 becoming 150 immediately might feel weird, so maybe the meter charge rate is like 10.5/stuff and you need to get 101+% for the meter to jump to 150)
Post #: 29
7/24/2025 15:25:07   
Grace Xisthrith
Member
 

I assume Rastaban is pointing out that the armor now only trades some amount of "-MRM" for initiative and a chance at celerity, where in the past, it had "After attacking, pay SP to guarantee a turn of Celerity." Armors do not pay more than 15% melee in MRM (-9 MRM), and initiative has a cost of 5% melee, so the % melee devoted celerity has decreased significantly, whether it's now 5% or 10% melee compared to 105% or 110%. Please let me know if I understood you incorrectly Rastaban.

AQ  Post #: 30
7/24/2025 17:54:06   
  Lorekeeper
And Pun-isher

 

The armor concept is not simply losing 100% melee in exchange for no particular gain. The skill concept that priorly applied Celerity now reads:
quote:

After attacking or casting a spell, spend SP to gain Criticality Matrix.
Post #: 31
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